Angazhani (High Girallon)

Chance Davidson's page

52 posts. Organized Play character for DoubleGold.


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Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

profession farmer: 1d20 + 12 ⇒ (18) + 12 = 30

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Another Turret at the enemy hit: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 dmg: 4d4 ⇒ (4, 2, 4, 3) = 13

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Another coil gun at enemy ship hit: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 dmg: 4d4 ⇒ (1, 2, 1, 3) = 7

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance will use the coil gun turret again and ship's +1 hit: 1d20 + 1 + 6 ⇒ (4) + 1 + 6 = 11 dmg: 4d4 ⇒ (1, 2, 1, 4) = 8
Sorry guys I forgot to take into account the velocity of the lasers and the velocity of the other ship. In other words, shoot a few feet in front of the ship so the enemy ship moves into the laser, don't target the center. The enemy sometimes moves out of the laser

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Will fire at the enemy with the coil gun using the ships +1 hit: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 dmg: 4d4 ⇒ (3, 4, 4, 1) = 12

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance is okay with this role.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Moved so I'm in line with the shot.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Move and shoot at Ongie hit: 1d20 + 8 ⇒ (19) + 8 = 27 vs eac dmg: 1d10 ⇒ 3 fire

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Move while shooting at Redozoko with his heavy laser gun hit: 1d20 + 8 ⇒ (5) + 8 = 13 vs eac dmg: 1d10 ⇒ 4 fire and the weapon has penetrating

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

chance doesn't socialize much, but will still ask around diplomacy: 1d20 ⇒ 19

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance will see what he can find out diplomacy: 1d20 ⇒ 5
Chance has no preference over starship

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

The Skittermander pops in with 6 thumbs up. Hello

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Move up and shoot at green hit: 1d20 + 6 ⇒ (1) + 6 = 7 vs eac dmg: 1d10 ⇒ 5 fire.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Move and shoot red hit: 1d20 + 6 ⇒ (17) + 6 = 23 vs eac dmg: 1d10 ⇒ 1 fire.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance will try the Earth obelisk athletics: 1d20 + 6 ⇒ (9) + 6 = 15

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance stands aside having none of those skills.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Another Athletics from Chance athletics: 1d20 + 6 ⇒ (12) + 6 = 18

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance will batter defenses athletics: 1d20 + 6 ⇒ (18) + 6 = 24

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance will 10 minute rest and recharge his gun at the recharging station. Hammer sounds good.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Another shot at red hit: 1d20 + 6 ⇒ (16) + 6 = 22 vs eac dmg: 1d10 ⇒ 1 fire, I forgot to mention my heavy weapon has penetrating, so it penetrates hardness 1 for purposes of DR.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Another shot at red hit: 1d20 + 6 ⇒ (7) + 6 = 13 vs eac dmg: 1d10 ⇒ 1

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

will save: 1d20 + 3 ⇒ (13) + 3 = 16
will save: 1d20 + 3 ⇒ (10) + 3 = 13

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Move forward and fire at red hit: 1d20 + 6 ⇒ (13) + 6 = 19 vs eac dmg: 1d10 ⇒ 10 fire.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance has none of those skills, so he can't get above a 10.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

missed that
acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Will visit the interior bulwark site acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance will test the climbing gear to make sure they work well, especially in high distances or when having to go around corners. athletics: 1d20 + 6 ⇒ (19) + 6 = 25

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Culture, Life Science, or Mysticism. For each successful check, the PCs learn one segment of the sequence. Alternatively, a PC can permanently unlock a given hole by succeeding at a DC 18 Engineering check,

I'm untrained in them all, can I get above a 10 legally? Mysticism, you don't have to be trained right?

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

perception: 1d20 + 7 ⇒ (8) + 7 = 15 to estimate distances
perception: 1d20 + 7 ⇒ (11) + 7 = 18 to estimate numbers
perception: 1d20 + 7 ⇒ (13) + 7 = 20 to examine and memorize the terrain
perception: 1d20 + 7 ⇒ (11) + 7 = 18 to figure out how they move
perception: 1d20 + 7 ⇒ (1) + 7 = 8 to figure out their weak points.
perception: 1d20 + 7 ⇒ (13) + 7 = 20 to recognize anything else important.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance will avoid enemy fire while taking a look acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance will sneak his way through stealth: 1d20 + 3 ⇒ (17) + 3 = 20

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

When we do get to the other 6 missions
Survivors Social interview (Content Warning: This mission involves themes of mental manipulation) is a bad mission for the group
Chance=will+3, okay at best
Ursula=will-1
Iron-59=will+0
Inkwomyo AKA "Inky"=will+0
Jatri=will-1
Leannah=will+5, the only good will save

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance wants Forward observation. This group is on the slow side, if we do combat, it might be a while before we get to one of the other 6 missions. Observation I'm thinking we just roll a series of skill checks or one skill check each which in pbp terms can be 1 day.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Fire at green again hit: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22 vs eac dmg: 1d10 ⇒ 7
crit dmg: 1d10 ⇒ 7 also crit effect is burn 1d6

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

will save: 1d20 + 3 ⇒ (2) + 3 = 5
Fire at green hit: 1d20 + 4 ⇒ (9) + 4 = 13 vs eac dmg: 1d10 ⇒ 4

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

will save: 1d20 + 3 ⇒ (17) + 3 = 20
Another shot at pink hit: 1d20 + 4 ⇒ (1) + 4 = 5 vs eac dmg: 1d10 ⇒ 1 fire.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Move around and shoot pink hit: 1d20 + 4 ⇒ (11) + 4 = 15 vs eac dmg: 1d10 ⇒ 6 fire

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Move while pulling out laser rifle and shoot at pink hit: 1d20 + 4 ⇒ (7) + 4 = 11 vs eac dmg: 1d10 ⇒ 7 fire

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Doublemoves forward.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance would take that 10 minute rest.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

fort: 1d20 + 5 ⇒ (19) + 5 = 24 move out of the way while drawing my azimuth laser rifle. what's the ground made of, snow, ice?
Will shoot the ground below the swarm at least a square if there is cold water underneath hit: 1d20 + 4 ⇒ (1) + 4 = 5 of course I miss. dmg: 1d10 ⇒ 8 fire, and the weapon has the penetrating trait.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

One more shock grenade hit: 1d20 + 4 ⇒ (11) + 4 = 15 dmg: 1d8 ⇒ 3 reflex 14

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Yeah, at least one square is a part where no pc is standing that where the swarm is, he can throw the grenade and still only get the swarm
Another electric grenade dmg: 1d8 ⇒ 7 reflex 14 for half. Hopefully it fails this time, also hopefully I roll more than 1, cause most swarms take 50% extra damage from area attacks, but 50% of 1 is still 1 as it rounds down.

I bought 3 grenades before this game started in hopes that we'd go through the first combat quickly and be done with the first mission in less time. Never thought I'd be using them on swarms.

Edit, almost forgot to roll to hit the square hit: 1d20 + 4 ⇒ (15) + 4 = 19 anything but a 1.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Looks like I can throw it far enough so that the area blast electric grenade only gets the swarm hit square: 1d20 + 5 ⇒ (15) + 5 = 20 My modifier is definitely high enough to hit square, just don't roll a 1 dmg: 1d8 ⇒ 1 electric dmg. Reflex 14 for half.
I will also move.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance will move forward while drawing a grenade.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

perception dc 15: 1d20 + 7 ⇒ (14) + 7 = 21 carved stone
perception dc 18: 1d20 + 7 ⇒ (9) + 7 = 16 ice features
Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22 gather broken stone

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

I might not be on for the next several hours, or a day, or I might be, have some stuff going on, I'll check but I know who this works, the DM posts a list of missions and we pick one, so I'm preempting a vote.

For Any combat mission as first priority.
For Any Starship combat mission as 2nd priority.
Skill challenges 3rd priority.
Diplomatic challenges, Chance is not.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

The skitter mander Chance walks in. Hi, here to help
He will then ask around about Sangoro’s Bulwark and its history diplomacy: 1d20 ⇒ 9

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Just wish I knew where to find the skittermander avatars. Ape was the closest thing to it.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Oh, shoot, my Will save is my weakest save. I guess I can't play a game of mental manipulation or I have to bring in another character. Just kidding, yeah, I'm fine with it.
Forced experimentation, oh no, they are going to remove my extra arms. Nah, I'll take that chance.

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